Blender

So what to do? (Blender Game Engine)

Firstly let me say that if I was further along re-learning how to code, I’d try to help out with the BGE. At the moment I think my only possible usefulness would be as a guinea pig. Trying to change the direction of some big organisation is just not time and energy efficient given my current skillset. I hope it all turns out well, but just in case….

Remember that long time I spent researching before I even began PlanetGardenShed? Well most of it was looking at what joins to what. Blender’s big advantage remains the accessible source. I figured even if the Game Engine stayed stalled (as it was even then), I can look at the source generated by my Blender prototype and learn from it to build and extend my own solutions.

Commercial solutions to game creation with a free starter kit don’t appeal to me because I know I’ll be paying for them at some point, and I’m not planning big earnings to justify that. I’m doing this for fun. If it goes anywhere, fine, but it’s not an aim, goal or worry. I don’t care – basically. Earnings is cake on top of the cake!

People working with the Game Engine already find their own way when they hit some barrier (and there are many) to their workflow, so this is just one solution of many – it’s the direction I intend to take. Apparently assets created in Blender do belong to me to dispose of as I wish so I will. I will convert them to XML and use them from a python script, parts of which can then be optimised for speed to any extend required (via C/C++ or whatever else it takes). I’ve a long way to go before I can try it and see where the problems are, but that was the plan and is why I’m already learning python and will at some point start learning whatever variant of C I need to know in earnest (at the moment just messing about). It’s why there aren’t loads of GardenShed pics on the blog, just one or two. I’m mostly learning things, not creating things – plan to be doing that for ohhh, a year? two? who knows. I enjoy.

If anyone else is thinking about going this direction, here’s a good thing to read. Dredged from prior research and the reason I chose this direction, all beautifully explained in a sample chapter. I do not know if the book itself is up to date – mainly this just gave me direction – (the rest I can figure out myself):

http://oreilly.com/catalog/pythonxml/chapter/ch01.html

I’d be interested to know what other people are planning, if any happen to stop by here. I’ll still be hoping things work out for the Game Engine too and if I spot a way to help, I will. Blender remains a remarkable and wonderful thing which has enriched my life and enabled me to do things I never would have thought possible a year or two ago.

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Categories: Blender, Blender Game Engine

Best Blender Explainer!

Whenever I try something new in Blender the first thing that happens is that I don’t know where some basic, very, very basic button is. Or what the shortcut is. A gibbering gerbil whizzes along on Youtube to ooohs and aaahs, and it’s all marvellous, but I end up looking for someone less speedcrazed from whom I will learn more. I can get back to gerbilspace later, armed with Knowledge.

I have never used the UV editor before but I wanted to play with it this morning. After looking at stunning things for a little while I was driven to things labelled beginner and found this tutorial where I learned exactly what I need to know. Brilliant.

Hmm now the everchanging WordPress embeds the actual video when I link. You can find it at YouTube by looking for:

Blender 2.63 Image UV Mapping Texture for Beginners (Mephesh’s channel)

I hate when applications second-guess what I want to do. Maybe it’s YouTube that’s changed. Maybe the sun is going backwards. Maybe it’s me. I wish people would stop ‘improving’ things that work.

Clear explaining meant I was done in a half hour – 15 mins watching, 15 mins fooling about. I made a basic textured cube, and on we go (thank you mephesh).

blcl

NOW BRING ME A GERBIL !!!

Categories: Blender, Useful Things: Blender

Revision…

Revis

fun 🙂

Categories: Blender, Blender Game Engine, PlanetGardenShed

Getting posh now

Not been writing much about PlanetGardenShed because relearning languages doesn’t lend itself to storytelling much – ya just do it really, and that’s mainly what I’ve been doing. Python and C++ for now. There will be more because I’m curious and also because though I can’t multitask for peanuts irl, I don’t seem to have a problem keeping several languages/interpreters earthly or computer in my head. Swings and roundabouts. Just don’t ask me to walk and talk at the same time haha – disaster. Walk, talk and eat? Food splatter and probs get run over by bus.

Aside from some heavy but dry learning, though, I’ve been digging into stopping the Hobo dropping through the terrain – boils down to the beginner scripts used in tutorials really which teach you to move things in a very basic way. If you tell a thing to move to x,y,z co-ordinates it’s going to do just that regardless. It will merrily go through unhorizontal things,  into space – so it falls. That kind of basic movement is fine on a flat plane where both y’s (ground and object) are safely = and your Hobo will not therefore be able to break through.

There are more advanced ways of moving things (setlinearvelocity and more) which is what I’ll be looking at next, another whole wee world there. And I’m not sure just where when and how (in the script) an object figures out if it’s going to hit anything and reacts, overriding those x,y,z co-ordinate (increments usually) you fed in – that’s a whole missing piece of information. …I’m gabbling. Anyway, detective work ahoy!

Which I shall duly enjoy. Finding that all that out led me to an interesting blog, and I wanted to put a link. This link is to a better method of making the python scripts, I think (and takes a little more effort to set up). I haven’t tried it – I just found this link, but that’s what I’ll be exploring next when I need a break from the duller stuff.

http://solarlune-gameup.blogspot.co.uk/2011/01/using-python-in-blender-game-engine.html

and just because I happen to like the look of my faceted in-development terrain, here’s the stage I use to mess about with scripting, in all it’s sort-of metallic stripped downness. I’m just putting the pics bercos I like ’em – it’s the same old terrain by the way, it is easier to compare results that way. I do many things to it as I go – just imagine what that poor wooze has in store !!

PtgsFeb1

PtgsFeb2

Categories: Blender, Blender Game Engine, Game Design and Creation, PlanetGardenShed

Who doesn’t love…

Net

Fishnet Mountains !!

Hahaha!

Categories: Blender

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